shakotay2 wrote:Thx - though it doesn't seem to make sense trying to correct the rotations manually.

In your opening post you wrote "There is also another 3 float rotation defined".
(I supposed them to be angles in radians and converted them into degrees.)
Shouldn't the values be identical or mirrored for left/right leg for example?
As is for 151_test but not for 150_test:

I'd also recommend that we start our searches with the head. It should be easier to handle, because there are no left and right sides.
Well the real analogue of upLegL and upLegR are leg_a and leg_aa
I'll try to print the values right now and check again what you are saying here. I do agree that there should be some sort of relation on them.

The last component has the same relation. But how should we apply that rotation? I remember trying to apply that on the bone tail but the result was still not good.
I am also thinking if the parent bone has any relation as well. Maybe its rotation should be applied on all its children.

shakotay2 wrote:Thx - though it doesn't seem to make sense trying to correct the rotations manually.

In your opening post you wrote "There is also another 3 float rotation defined".
(I supposed them to be angles in radians and converted them into degrees.)
Shouldn't the values be identical or mirrored for left/right leg for example?
As is for 151_test but not for 150_test:

I'd also recommend that we start our searches with the head. It should be easier to handle, because there are no left and right sides.
Well the real analogue of upLegL and upLegR are leg_a and leg_aa
I'll try to print the values right now and check again what you are saying here. I do agree that there should be some sort of relation on them.

The last component has the same relation. But how should we apply that rotation? I remember trying to apply that on the bone tail but the result was still not good.
I am also thinking if the parent bone has any relation as well. Maybe its rotation should be applied on all its children.

shakotay2 wrote:Thx - though it doesn't seem to make sense trying to correct the rotations manually.

In your opening post you wrote "There is also another 3 float rotation defined".
(I supposed them to be angles in radians and converted them into degrees.)
Shouldn't the values be identical or mirrored for left/right leg for example?
As is for 151_test but not for 150_test:

I'd also recommend that we start our searches with the head. It should be easier to handle, because there are no left and right sides.
Well the real analogue of upLegL and upLegR are leg_a and leg_aa
I'll try to print the values right now and check again what you are saying here. I do agree that there should be some sort of relation on them.

The last component has the same relation. But how should we apply that rotation? I remember trying to apply that on the bone tail but the result was still not good.
I am also thinking if the parent bone has any relation as well. Maybe its rotation should be applied on all its children.

Has anyone tried importing Giratina's bones into Blender?

Did not try to, but i can do it now. I don't guarantee for the result though 99% they are going to be completely out of place

Edit:
Here you are :

There are a lot of bones in there, seems really detailed, but out of place :(

Well i was busy with other stuff, but when i imported the giratina model to check the bones, i started working on the bones again, trying to find out what is missing and how i can fix it.
I decided to NOT apply any kind of matrix. Mew bones did not need a matrix to show up correctly, and the same should stand for every model. So i tried imposing custom rotations on the bones and i ended up in something like this :

The rotations i implied were on magnitude 90 or 180 degrees but i needed to apply them in different axes. unfortunately this does not seem to apply everywhere, because as you can see there is no rotation of 90 or 180 or -90 degrees that will get the wing bones aligned. So there should be something more in the file that i am missing right now. I am working on some values that i found, i hope i can fix it once and for all this time.

Escope12 wrote:OK Thank you. Did you also know that some of the models don't show how the game shows when they are textured? Can you also fix that?

I tried a completely different way of reading and storing the bones, thinking that this was the cause of the mistakes, but again i ended up on a failure. I guess i'll have to wait until someone more experienced offers to help me, or to think of something new to apply

I did not understand your question to be honest. Do you have any pics to show me? I do not own the game, i've also never played it xD i am just messing around with the files so i don't know how they show up ingame.

Escope12 wrote:OK Thank you. Did you also know that some of the models don't show how the game shows when they are textured? Can you also fix that?

I tried a completely different way of reading and storing the bones, thinking that this was the cause of the mistakes, but again i ended up on a failure. I guess i'll have to wait until someone more experienced offers to help me, or to think of something new to apply

I did not understand your question to be honest. Do you have any pics to show me? I do not own the game, i've also never played it xD i am just messing around with the files so i don't know how they show up ingame.

Here is a picture to prove it.

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Escope12 wrote:OK Thank you. Did you also know that some of the models don't show how the game shows when they are textured? Can you also fix that?

I tried a completely different way of reading and storing the bones, thinking that this was the cause of the mistakes, but again i ended up on a failure. I guess i'll have to wait until someone more experienced offers to help me, or to think of something new to apply

I did not understand your question to be honest. Do you have any pics to show me? I do not own the game, i've also never played it xD i am just messing around with the files so i don't know how they show up ingame.

Here is a picture to prove it.

This is a blender screenshot mate, i see how it looks like in there. Post an ingame screenshot so i can see the difference.